Underneath the covers, iOS has a completely different graphics
implementation than desktop, so it's possible that some graphics operation
you are performing is "slow" on the iOS stack.  Even just comparing
graphics rendering of mutable images vs to the screen on the same platform,
there may be very different implementations under the hood.  On iOS,
especially this is the case as the graphics implementation of mutable
images shares very little with the implementation to screen; the latter
using OpenGL - and soon Metal.  In the past, iOS was known to have slow
mutable images - i'm not sure to what extent, if any, this is still the
case.

There is a method Display.areMutableImagesFast() which returns false on iOS
and true elsewhere.  This is used in various parts of our codebase where we
may consider rendering to an image for performance reasons (e.g. during
transitions) - we use this flag to decide not to render to an image buffer
in such cases.



On Wed, Apr 8, 2020 at 4:44 AM Dave Dyer <[email protected]> wrote:

> This is only for rendering the main frame, not the buffering costs which
> are incurred elsewhere.  But this rendering is to an offscreen
> buffer rather than where ever the direct paint would go.  I'd be happy to
> paint directly if that was visually acceptable.
>
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-- 
Steve Hannah
Software Developer
Codename One
http://www.codenameone.com

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